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Showing 2,446 to 2,460 of 6,475 results Save | Export
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Cannon, Michelle; Potter, John; Burn, Andrew – Changing English: Studies in Culture and Education, 2018
This paper reflects on recent projects in a variety of media forms, in both formal and informal educational settings, discussing ways of expanding our notions of literacy practices which reflect their place in the wider lived experience of digital culture. We have collected these reflections under three headings. The first of these, Dynamic…
Descriptors: Literacy Education, Literacy, Play, Semiotics
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Witherspoon, Eben B.; Schunn, Christian D.; Higashi, Ross M.; Shoop, Robin – Journal of Computer Assisted Learning, 2018
Educational robotics programs offer an engaging opportunity to potentially teach core computer science concepts and practices in K-12 classrooms. Here, we test the effects of units with different programming content within a virtual robotics context on both learning gains and motivational changes in middle school (6th-8th grade) robotics…
Descriptors: Robotics, Computer Science Education, Programming, Units of Study
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Zilka, Gila Cohen – Interchange: A Quarterly Review of Education, 2018
Children and adolescents are exposed to a huge variety of communication channels. In this study, we examined the relationship between medium preference and content consumed, and the factors of preference by Israeli children and adolescents, with reference to socio-demographic characteristics. This is a quantitative, mixed-method study with a…
Descriptors: Correlation, Preferences, Internet, Television
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Pellas, Nikolaos; Vosinakis, Spyridon – Education and Information Technologies, 2018
Computer games are quickly gaining momentum by enabling new approaches to teaching and learning experience for programming courses in K-12 curriculum. However, it remains unclear if the game interface and elements created by using three-dimensional (3D) virtual worlds combined with visual programming languages or a visual programming environment…
Descriptors: Computer Games, Educational Technology, Technology Uses in Education, Problem Based Learning
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Raman, Raghu; Vachharajani, Hardik; Achuthan, Krishnashree – Education and Information Technologies, 2018
Within the context of Rogers theory of perceived attributes, authors propose a framework that can predict students' motivation to adopt programming contest like ACM (Association of Computing Machinery) International Collegiate Programming Contest (ICPC). In this paper we investigate the attributes for adoption of programming contest in a social…
Descriptors: Student Motivation, Programming, Competition, Undergraduate Students
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Rossano, Veronica; Roselli, Teresa; Quercia, Gaetano – International Association for Development of the Information Society, 2018
The Computational Thinking recently has been recognised as one of the basic knowledge to be developed since childhood. Coding and computers are not just programming, but tools that help students to develop problem solving skills and more deep understand of the way things work. For these reasons, great attention has been focused on this topic both…
Descriptors: Coding, Computation, Problem Solving, Computer Software
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Santamaría, Cristina Rebollo; Lora, Carlos Marín; Quintana, Inmaculada Remolar; Sellés, Miguel Chover – International Association for Development of the Information Society, 2018
The first obstacles to overcome when a student has to face the task of programming for the first time are the abstraction level, the comprehension of a language with unfamiliar concepts for him/her and the specific syntax for each programming language. This work presents the qualitative results obtained in a study focused on the gain of skills for…
Descriptors: Programming Languages, Skill Development, Undergraduate Students, Video Games
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Mangaroska, Katerina; Sharma, Kshitij; Gaševic, Dragan; Giannakos, Michalis – Journal of Learning Analytics, 2020
Programming is a complex learning activity that involves coordination of cognitive processes and affective states. These aspects are often considered individually in computing education research, demonstrating limited understanding of how and when students learn best. This issue confines researchers to contextualize evidence-driven outcomes when…
Descriptors: Learning Analytics, Data Collection, Instructional Design, Learning Modalities
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Karakasis, Christodoulos; Xinogalos, Stelios – Informatics in Education, 2020
At 21st century Computational Thinking (CT) is considered a fundamental skill that anyone should possess and develop from a young age. Serious games and more specifically educational games (EGs) are a promising means of introducing algorithmic thinking and programming concepts and engaging students through the process of learning. In this article,…
Descriptors: Educational Technology, Technology Uses in Education, Game Based Learning, Computation
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Dagyar, Miray; Kasalak, Gamze; Sezgin, Evren – World Journal on Educational Technology: Current Issues, 2020
The purpose of this study is to reveal the views of 4th grade primary school students about mobile programming education. Data were collected by using interview, metaphor and student drawings under qualitative research method. Among the 135 students who participated in the mobile programming education, 24 fourth grade primary school students who…
Descriptors: Elementary School Students, Grade 4, Children, Positive Attitudes
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Giannandrea, Lorella; Gratani, Francesca; Renieri, Alessandra – Research on Education and Media, 2020
This article reports on the results of a teacher training course in which 41 teachers, working together with three university researchers, experienced a different way to engage in meaningful teaching and learning activities in design, coding and robotics. The course was run in an Italian school during the lock-down period of the COVID-19…
Descriptors: Inservice Teacher Education, Professional Development, Robotics, Programming
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Türker, Pinar Mihci; Pala, Ferhat Kadir – Journal on School Educational Technology, 2020
The aim of this study is to investigate the computational thinking skills of secondary school students and their perceived self-efficacy related to block-based programming. The study group consists of 464 students attending 5, 6, 7, and 8 grades in a province located in the Central Anatolia region, Turkey. Data were collected by Computational…
Descriptors: Thinking Skills, Self Efficacy, Programming Languages, Secondary School Students
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Cheah, Chin Soon – Contemporary Educational Technology, 2020
This paper reviews the literature relating to the factors that contribute to the difficulties in learning of computer programming. Programming has been a difficult subject to learn and master even at the early stage of education. It has been a global problem and continues to worsen at the local level. Although, there are many education tools…
Descriptors: Difficulty Level, Programming, Computer Science Education, Educational Research
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Ito, Rika; Bisila, Megan – Language Awareness, 2020
This paper investigates foreigners' linguistic and visual representations observed in 17 recent Japanese animated shows (or "anime"), and explores ways to increase students' critical awareness of issues regarding Japanese language and culture. We find that foreign characters in "anime" tend to be linguistically represented with…
Descriptors: Animation, Metalinguistics, Teaching Methods, Japanese
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Hoare, Lottie – British Journal of Educational Studies, 2020
This article attempts to reconstruct the life and work of Roger Noel Armfelt with a particular emphasis on his role in watching the development and implementation of educational legislation relating to secondary education. Armfelt focussed on observing practice and steering secondary education reform in local communities during the 1920s and…
Descriptors: Educational Legislation, Educational Change, Secondary Education, Educational History
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